I wish I could report success - but for some reason this adapted version *will not* load. I've ran the Validator countless times - there are no errors found anymore. Whatever was found I've remmed out of the appropriate files. Yet it will not load! As soon as I launch the game with the module it get stuck at "loading databases" - I ALT-TAB and I get a 'not responding' - then I have to kill the process... What is surprising is that some of the errors found were not errors before this new patch/update. More of Paradox' 'wonderful' undocumented features no doubt!

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So anyway I'm sick of this for now - so here's a link to it - you can download it and perhaps you'll see what's wrong.

At least the new techs display properly. The fact the game crash when comes the time to display the actual buildings seem to indicate there's a conflict between what the game populates at start and the triggers I coded. The first structure of every chain is set to tech = 0 + coefficient - perhaps that's it?

I think I found the source of the problem: the preset structures in the vanilla files. I loaded as Byzantium and lo! My primary title was the barony of Blachernae - no trace of Constantinople - or Hagia Sophia - or Galatta. These 3 have structures preset.

Oh well time to go through the hundreds of province files and delete all references to the vanilla buildings.

Yes that's what I'm doing - I've copied the entire History\Provinces folder and going to each and every one of them - removing all preset structures. With a lot of the base structures set to 0 they will get populated anyway. And since we can't force buildings in the province files on provinces which don't have the prerequisite techs at game start...

I don't understand what you mean Iago - I copied all the vanilla files and emptied them so the game would look into my files instead of its native files. I don't want the native files intruding in my building chains...

Nope - I remmed out the warrior cults and added the missing triggers - still crash.

They state that whatever is set to tech = 0 is built automatically. All the chains have their 1st structure set to tech = 0 - yet many have prerequisites that are not built automatically... So the game is trying to built things with prerequisites that cannot be built automatically.... Yet the validator didn't catch those so I assumed the code was correct.

If that is the case I would have to rewrite the whole thing from scratch again... *sigh* and I'm getting tired of this. It was fully functional with 1.902 dammit!

TECH_SHIPBUILDING = { # reflects the development of naval production and thus the long distance trade that sustains it modifier = { GALLEYS_PERC = 0.8 # 80% increase in the total number of galleys produced } }

replace it with:

Code:

TECH_CONSTRUCTION= { # reflects the development of naval production and thus the long distance trade that sustains it modifier = { GALLEYS_PERC = 0.8 # 80% increase in the total number of galleys produced } }

Here's the new corrected version. It does load and doesn't crash. Pity the game in this version adds an annoying roman numeral after each building. Please all, test and see how the tech progression turns out.

edit:confirmed if you rename TECH_NATURAL_SCIENCES for TECH_LEGALISM works.

I suppose we have a hidden bonus here,increasing the demesne size,probably TECH_CONSTRUCTION also(this will explain the ctd),and probably TECH_RECRUITMENT too because it´s in the last spot of the technology groups like the other two

Come to think of it - since I have to rewrite the whole goddam thing all over again I might as well do so on new foundations.

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While correcting the provinces I realized that some of the game mechanics - like the Orthodox Pentarchy, require historical cities (Alexandria, Rome, Antioch, Jerusalem) to be clerical holdings. I find this limiting considering how I conceptualized the system. I wanted to differentiate the holdings by vocations in order to make them interdependent so I gave each of them specialized cores - or anchors: the keep for feudal lords, the monastery for ecclesiastical lords and the marketplace for cities. Each holding had particularities based on its vocation: more defensive structures for the castles - more agrarian facilities for both castles and temples - more industries and commercial structures for cities.

The problem is this straight-jackets the social development of each territory in the sense that even fully developed, a clerical or a feudal holding will never be as rich as a city - when in fact they could and historically did. On the other hand if you allow the same buildings in all holdings (like in vanilla) they are bland and featureless - the only thing distinguishing them being their holders.

Once again we are caught by the arbitrary limitations of the game.

So it came to me the anchor of every holding should be the "settlement" which could then be developed by its holder according to his own ... bent so to speak. In other words an archbishop could turn one of his clerical barony into a large city complete with lucrative markets and large industries - but it would be more difficult for him than it would for the burghers of a city (by playing with the ai_creation_factor = argument). For instance while a city AI could have a ai_creation_factor = 100 to build a market - a temple AI would have one of say 80 - and so forth. The AI being stupid we can't expect much from it - but the human player controlling this or that county could put his energies (and money!) in turning the Alexandria temple holding for example - into the large city it never ceased to be historically...

Another aspect of this would be the make new level of settlement dependent on acquiring a number of prerequisite structures. So you'd need to build all of those before being able to reach the next level of settlement. Then you add rank or prestige or wealth requirements.